Platform: Mac, Windows, Linux, Javascript/HTML5

Carry on, my wayward sooo-o-on! Whether it's from belting out prog-rock standards way too loud at 2 a.m., a mugging after having a night of one drink too many, or just plain getting shipwrecked, the protagonist of Unlok's new craftingsurvivaladventureWayward (currently in BETA) definitely isn't in Kansas anymore... but that's only good news for you! You wake up on a desert island with no recollection of what happened, nothing but a few shoddy tools to your name, and you're thinking what we'd probably all be thinking in a situation like that: TREASURE! It's going to take a whole lot of fortitude to make it, but with a bit of ingenuity and plenty of raw natural resources just laying around you'll be throwing together everything but coconut radios before you know it.

Movement is via the [arrows], though the mouse option is there as well if that's your preference. For inventory and crafting management, it's mouse all the way as you use and slot your vast array of items and equipment. Everything including the combat is turn-based. Crafting aficionados are going to be thrilled with this system. Recipes for which you've got all the items will display at the top of your list, with the rest greyed out. Each recipe tells you what you'd need to craft it, and hovering the mouse over it will also highlight what you've got in your inventory to make it happen. There are no levels, classes or experience points here. Using skills gradually improves them, and you'll occasionally learn relevant new crafting recipes in the process.

Death is permanent, so don't expect to be taking your settlement or items with you, though you'll keep any recipes you learned. Unlok's site features a Save / Load add-on for the previous beta version of the game, but as of this writing it appears to be outmoded by the latest beta release so for now it's probably better to leave a browser tab open for it. And do take notice, Wayward is still in beta. It's been exceptionally stable when we played through it though, and the only problems we encountered beyond the Save / Load modding were mild latency and a tendency for equipment being slotted not to register with the mouse the first time. Which is pretty darn good for a game this complex still being in beta, and we definitely wanted to bring you its phenomenally detailed crafting system. Wayward is available for all the major operating systems, and probably several brands of toasters as well, so you have no reason for not playing it! All crafting and survival buffs, just cross out the rest of your weekend now.

Disclaimer: I am maxed out in crafting, so am not sure how it unfolds with skill. Each self-contained section is for a progressively higher difficulty, so you can stop when you've had enough hints.

Don't be surprised if you land in a game without any Sandstone. It happens.

Welcome to the Menu! We've got fun and games.

Keep the hints/tutorial on, and refer to it.

Good morning! Those messages at the top are your turn-by-turn status updates. The game's TURN-BASED—time moves as you move. Spacebar or clicking on yourself will skip a turn (or pick up an item under you, or enter/exit a CAVE). Messages are archived on the bottom left.

Also on the bottom left is the INVENTORY button. Click it open! (Or tap I!) Resize it! Love it.

Equipment

The two slots with sword-and-shield equip tools/weapons which stand between the world and your delicate hands. Previously the right-handed slot took damage first, but now it seems both slots will now take damage, besides a second-hand TORCH. (The third slot is for your neck armor, and is usually filled by something called a gorget.)

Hand-held attacking and armor defense must be equipped; projectiles live in the inventory, like they're in your pocket or sheathe. Remember what is equipped! One or both can take damage while Inventory's closed.

Inventory

Here's your stuff! You can use anything out in the open here. That means you can double-click your shovel and it will dig. Important: crafting recipes only activate when all necessary items (in quantity) are showing in your inventory, out of their containers.

Crafting

This is your stuff from the future. If you know the recipe, and you have all the components in view, you can craft these lovely items! (Maybe.) Crafting is a SINGLE CLICK push-button operation, not double-clicking. Mousing over will tell you everything else, including highlighting the components in inventory.

Quickslot

That 9-square keypad on the bottom right is an extension of inventory, like a tool-belt. You can drag items there that have double-click uses. Double-click or tap the corresponding bottom-right numbers. Great for the frequently used. You cannot craft with these. If you're watching your weight: the top left number is quantity of these items. Right-click to return it to the inventory and drop the extras.

Is your game too slow? Try clicking OPTIONS and turn off Animations. Other useful options include toggling Auto Gather.

Status bars across the bottom speak for themselves. Low stamina and hunger will drag down your health. Hunger, like your distended stomach, has a fixed limit. STATUS is the most urgent—might not want to ignore bleeding. Moving while over weight limits will drain stamina (see the weight section).

This one's important: nearly all items have hit points just like your own stats. That means they'll wear out. Unless you REPAIR them... read on for more.

Item Use Basics

The key to this 2-D interface is that you are surviving a 3-D environment. Does it attach to the ground? Is it lying on top of something? How tall is this object? Can I walk or float on it? Is it see-through? All this is intuitive, and will affect how you interact with anything. The only omniscient device is the mini-map on the bottom right.

You can click to move, or use several different keyboard directionals (no lefty discrimination here). First click/tap can change direction you're facing, next one starts you moving.

Typically, right-clicks DROP or PLANT. You can now toggle this at the bottom of the Inventory window (the button says "Double Click:"). Note: dropping an item is not the same as installing/building it, typically a double-click. (More in the container section.) Any kind of harvest, including the bloody harvest of battle, is done by running into said objects—with whatever equipped hand-held leading.

Mousing over some items? Some of them belong to GROUPS, which denote special uses or crafting types.

Groups are not the same as the actions you can perform with the item—described with double-click or right-click. For instance you can eat Seaweed and also craft with it as a Rope-like item.

Recipes especially are very specific! "A Rope" is not the same as the Rope-like group.

Mousing over a crafting recipe will show the necessary ingredients, and also highlight them if they're in Inventory.

You can't choose which components are used. Especially watch Sharpened weapons sitting in Inventory, as their "hit points" are used up with each crafting. (If you're discovering recipes, you may want to drop any item you don't want to craft with—like a lone item in its group, or a tool/weapon on its last legs.)

Environment: You must be facing elements to use them. Hence, facing a Wooden Chest or a fire source and right-clicking an item will drop that item into that element.

There are some terrain restrictions, mostly intuitive. Notable ones include—you can lay down plantable items on any stone/rock surface, or a floor. Also note where fires can be started. Your feet will treat shallow water as solid ground, but buoyant objects only see more water.

Can you walk into the flames? Yes you can. And you will get burned. (Though I have harvested things that are on fire.)

Everything's on a grid, so all use/attacks/aiming are perpendicular. Useful if you're agile enough to evade hungry monsters. The exceptions are the tranquil spread of plants, and light effects spilling diagonally through the gap in the trees... illuminating that hungry monster. Oh, and some things don't care about walls, just so you know.

Learn how to make a fire. And how fire behaves. See first landing objectives for a bit more.

Equip the SHOVEL. All handheld tools can be used universally, except specialized uses like CARVING and DIGGING.

Best tool is that SHARP ROCK, of course. There are others in the Sharpened group that can be crafted, but the SHARP ROCK is usually in abundance.

Make lots of STRING. When you're bored, make string. Unless you're under attack, you're making string.

Save TREE BARK. Yes, it can make kindling, just don't run out of it.

Stockpile the non-spoiling food. It's the ones without the DECAY countdown.

Hit things and see what happens.

Gather SAPLINGS. You may not use them, and they're heavy, but if you decide you want them later, they'll likely have matured. Store them anywhere they can't be planted. P.S. They don't need any fertilizing. Just plant, even re-plant, and wait.

Advanced... botany. Plant lots of COTTON. Their white puffs are quite random, but if you see some, harvest them, figure them out, and plant them near your favorite haunts. Planting edible foodstuffs is a good idea too.

Only dig out the plant, at first. See note on digging below!

Don't confuse CHARCOAL and COAL. (In this version they seem to be identical in use. This may change.)

When in doubt, craft or use or hit it. Excess resources can be made lighter, and crafting increases skill points.

Develop the skill of THROWING. These common projectiles don't need to be crafted.

Check Before You Dig

If you see any cave entrance, duck inside and make note of the map. Above- and below-ground maps superimpose nicely. Line up the dot of the cave entrance.

I'd hold off on extensive above-ground digging for two reasons: the materials/tailings are very heavy (see the weight section), and there is probably an underground CAVE system to fall into.

How? Where?

Digging (with a shovel) and mining (hitting rock walls) will likely open up a cave entrance—only when the bottom layer is DIRT, though. (So shorelines are usually clear.)

Usually taking something from the surface, like a plant or visibly embedded rocks, is not enough to make that Orphean leap. I have gotten that sinkhole feeling from stripping ASH or finally breaking down a ROCK wall.

Important: loose objects on the "landing spot" of a new cave entrance may be locked up there, and you'll have to mine it back out.

If you don't care where your cave entrances are, then ignore this. Otherwise...

Advanced tip!

Cave creatures are not easy to defeat, but there are fewer of them than above. Monsters can't follow you into or out of caves. If you can evade (Torches are handy for seeing them) or can survive the monsters, you can use them to circumvent obstacles.

Making your own cave entrance is easy.

Again, above-ground the terrain must open up into DIRT, including any demolished ROCK type (like that cliff you were hitting). Underground shafts can drop down into walkable areas that aren't over WATER. A shaft is a 3x2 block—each one just needs room to exit, plus the "archway" of stone on the top and the sides (though some tight spaces will generate an entrance without a side-wall). The 3 square wide entrances can be as close as adjacent to one another. Once you've picked a spot, start digging.

Not making a cave entrance is slightly trickier.

Mining or digging over a cavern beneath can open up shafts every two squares. To prevent this, you can build WALLS underground to support that cave ceiling. You'll have to plot exactly where the entrance will be generated with each 3x2 block.

All effort this requires high STAMINA, so it may be better to wait until you're strong enough to take more WEIGHT and do all that hauling.

Now that you know where cave entrances can't be, you can dig and mine in the sunshine with confidence! Like most of the environment, you won't discover what's beyond the surface if you don't keep digging.

Landing day objectives

Find shelter and a fire-source. (Water? You don't need no stinkin' water.)

Shelter:

You have to start scouting as soon as you land, because nightfall draws bigger, badder monsters. (Some monsters ignore walls.)

What do you need? You have to craft a DOOR. These are more like gates. You can stand in their thresholds, and move through them, but monsters cannot get past. (There's nothing wrong with randomly putting doors in all the narrow passages. Nope.)

Clever door positioning can seal off more than two spaces, as they can be installed on the diagonally from the wall/barrier.

Besides enclosed spaces, figure in size and shape. Too small, and there's no room for caches or fires. If it's massive, monsters may respawn inside your camp (I tried to enclose an entire desert. It was crowded.)

Sometimes you luck out and there's a crack in a stone wall that's just perfect. Other narrow fissures circle entire mountains, and while the real estate is desireable, two doors may be needed for that first day.

My quickest shelters? Check the map for copses of trees that meet up in an enclosed shape. Cut into the circle, or nearby, and you'll make the opening and the DOOR at the same time. They do have the disadvantage of being combustible, though, so I try to make them temporary and/or waystations.

The easiest wall in the world: Plant a SAPLING. It will take some time, but it takes less effort and item-damage than any other kind of wall. I bring sap's on scouting trips and wall up future shelters.

Indoor-outdoor living:

As mentioned elsewhere, some crafted items also work as barriers. So if they're part of your wall, you can use them from the inside and the outside, saving a lot of raw materials. (Advanced crafting ahoy.)

Wooden Chests let light out, but work nicely. You can also shoot arrows or throw projectiles across them.

Furnaces are closer to real walls, and block out the view.

I have yet to try a Hammer and Anvil or a Kiln; they'd probably work too.

The other reason to scout is to map as much terrain as possible. Plan ahead for landmarks and navigation in the dark. Give places awesome names.

Avoid mini-map blindness. Many items can be hidden in the environment, ready for you to dislodge them. Line-of-sight rules will apply just like real-life (something under or behind a barrier will not be visible to you.)

See more tips in the eat or be eaten section—you aren't slowed by lowering HUNGER, just zero hunger. Only eat when hungry and/or rations are about to spoil. You can cover more ground that way.

Instead, prioritize noting or constructing landmarks (like a pile of junk or a special planting), and come back later.

TREES: Sometimes you want to chop. Sometimes you want to burn.

It will be quite a while before you're strong enough to take a night-time stroll. And even then, speed is of the essence. So a secondary objective: DON'T GET CORNERED. See eat or be eaten section for evasion.

See containers and weight sections for more on caches.

Almost all my shelters have multiple exits. For those days when something sits outside your camp waiting for a midnight snack. Another exit can always be built in later.

I like to make as many shelters as possible. Even if you minimize shelter-building, pick a spot that's close to the resources you want to harvest.

Fire (See item use basics.):

If you have KINDLING and you start hitting, I mean chopping trees, eventually a recipe for a proper firestarter will pop up. There are a few to choose from, so no need to settle.

Fire, fire. Eh hehe. In a hurry? Pick the closest grassy spot, and get it burning. You may now throw down Combustible items and get them burning on dry squares. Warning: it will spread to any nearby greenery.

Intermediate crafting: Can you make a CAMPFIRE? Start collecting materials for that right away. Pick a spot where you can't walk right into it, and right-click to place.

Sick of hauling LOGS? PEAT can be picked up anywhere swampy. Don't run out of it, though! (The obsolete tip: COAL is more light-weight and usually hanging out in nearby rock walls. Do not waste your CHARCOAL! These are two different things. They seem the same in this version, subject to future revision.) (See weights section.)

Advanced crafting: If you can make a FURNACE, then build that instead. Currently there's only one function that a CAMPFIRE does exclusively; the FURNACE does everything it's meant to do and serves as a fire-source besides. I've also used it as a wall, to allow indoor-outdoor use. It'll save you from that extra load of Rock-likes.

How Do I... ?

Repair items? See section below.

Harvest or dig things up?

Use any kind of SHOVEL. Anything visible that you can walk on can be dug up. Specifically, it's anything attached to the ground. See the weights section for more tricks.

Light things on fire?

Face something that can be set on fire and right-click a HAND DRILL or FIRE PLOUGH or BOW DRILL or any LIT TORCH or a LENS in sunlight.

Wait for a FIRE ELEMENTAL to set some terrain on fire. A TORCH can be lit by facing any fire source and double-clicking.

Sleep / regain stamina?

Double-click A LEAF BEDROLL. Preferably somewhere secure from attack.

Tip: How long you sleep is dependent on a number of factors, so eat up as many nearly-expired foodstuffs as possible before you bed down.

Pick up meat from dead monsters?

Face your kill, and double-click something from the Sharpened group to CARVE the corpse. Auto-Gather should be toggled on in OPTIONS. Some item drops remain even after carving, so walk on top and keep clicking / tapping spacebar in place to mop up everything. You will also scoop up anything that was growing on that spot.

Extra note: what remains is that bloody mess—which takes up space. It eventually fades away [something poetic] but while it's there, you can't place anything down on it. CARVING or SHOVELING this last bit incurs no item-damage.

Stop this bleeding?

Apply a SUTURE or TOURNIQUET. Other healing items may also tide you over until the hemorrhage ends.

Get rid of this junk?

Drop it in WATER (not SHALLOW WATER). Beware: if you toss something edible, you may get company. Right-click, and down to the depths with ye!

Tip: ground your valuables in case of accidental drops. It's always best to keep a supply of each item to learn more recipes, too.

COMBUSTIBLE items can also be burned. You could always eat the EDIBLE items (and take the consequences).

Any PROJECTILE that lands in the deep is no more!

Shoot arrows?

Step one: Equip a (poor) BOW in a tool/weapon slot.

Step two: have any ARROW in inventory.

Step three: walk towards any monster in range, including the ones you can't see. You can also walk into low object, with a sight-line, such as a Wooden Chest.

Step four: get attacked by the monster.

Step five: if you survive, retrieve your arrows. Anything in the WATER will be washed away.

Important! Hand-to-hand combat will damage a BOW just like any other weapon.

See more in eat or be eaten section.

Fish?

What if there are no fish? Try dropping FOOD into open water. None of it will float back to you, naturally. Thus far you cannot fish for SHARKS. Hope you still have your hand.

Like any other attack, you must face the fishy head-on, which can make for some fun watery hunting.

Activate your fishing tool, and it should cast any distance towards the fish. Et cetera, the rest is intuitive.

Cross this ocean?

Swim. Watch that Stamina...

Higher skill: Generally speaking, following spots of medium-deep water will lead you to dry land, even when out of sight (see next how-to spoiler tag). It's risky, though, and there are no, ah, landmarks anywhere. If you get lost or run out of supplies, you could go from survival show to horror movie fairly quickly.

Advanced crafting: Build a RAFT.

Set it down in SHALLOW WATER so you can come back with heavy provisions, and not be over-weight.

Align it with your destination, then activate it to drift across all types of WATER. *All* types, including where you can walk.

How do you see distant land?

Make or obtain a SPYGLASS. Many of the item-lugging monsters will drop this. This will only show you one map screen over, though.

CAVES usually have a few of these, though not more than one per screen. A very good reason to bring a TORCH to a dark place.

You'll need to unlock it, of course.

Obtain a TREASURE MAP.

Try to read it. Match your location to the map—messages will eventually change from "nowhere near" to "far away" and so on as you close in. Face the spot where it's hidden.

You probably need both a stone and a metal SHOVEL in Inventory, though this is unclear. In water, you may need a FISHING NET, though this is also unclear.

Here's the important part: do not dig! Double-click on the matching TREASURE MAP. This will activate your inner metal detector, and reveal a WOODEN CHEST.

This will also reveal several monsters trying to kill you.

Don't die.

Concurrently, you can waste a turn unlocking the chest.

Advanced tips! As a weakling, when I used to locate a treasure in open ground... I'd face the location of the Wooden Chest, build a barrier behind me and to one side, and a door on the other side. The Wooden Chest is its own barrier ... for most monsters.

A really consuming version is building a FIRE source inside this cocoon, so as to have a constant food source between kills.

If you keep walking into the Wooden Chest, you can keep firing ARROWS in that direction. Throwing other projectiles works just fine, too.

Win the game?

First find enough treasure to show your face at home. Placing treasure (hint: they're GOLD) into your inventory will eventually give a message of completion. But you can always find more treasure than the minimum. See above for how to do this. Learn to craft a BOAT PADDLE... and then... Learn to craft a BULL BOAT.

This functions like a RAFT, so just pick it up while in the WATER and activate it. You will leave that world behind, perhaps forever.

You may want to take essentials other than your booty. And have a high talent number to get a better score, and for boasting in taverns.

Decay and Repairs

Okay, all items deteriorate... but they don't all do it the same way. Some items get damage from every try, while others only get damage if they hit. Also watch out for which tool/weapon slot is used (this has been revised in the new version, but there could still be a dominant hand taking more damage.) TORCHES are safe unless they're the only item equipped.

Tools / Weapons

First put the item on the ground in front of you.

Repair it with... Any HAMMER or a GRINDSTONE. This will return it to 100% maximum "hit-points", but this max is halved from before until there's nothing left. Best not to repair too early.

(Advanced) Reinforcement POOR GLUE and MELTED AMBER will do the trick. Reinforcing an item will slightly increase both current *and* maximum "hit points".

Both of these actions will increase skill points for the respective item. Thus if the item repaired was made with Blacksmithing, your points will increase in that. And yes, you can repeat the action as long as the repairing tool/item itself will last. So a tip: try to keep at least 2 repairing items on your person.

Disposable (high skill)

As you start crafting awesome new weapons, even their great durability is nothing compared to the vast infrastructure in your plans. No problem. Have a giant cache of raw materials? Any tool, including BONE POLES, will do a lot of the repetitive actions like mining or chopping. Just let them break, and move on to the next one. (You're grinding; they should, too!)

Fire

You can check the decay of a hand-held LIT TORCH.

For other fire sources, dropping (right-click) Combustible items will strengthen the fire. Charcoal and Coal still seem to work for this, despite no longer being classed as Fuel-like for crafting purposes. It may take several tries to bump it to the next level (in messages), and will depend on which fuel is used.

You can also now extinguish fires! For some reason. This does not seem to work on fire sources like FURNACES, but that may change. More testing needed.

Corpses

So far, I've never left a corpse and come back to find it turned to mush. Once you CARVE it, you start the clock.

Again, the bloody mess leftover from carving can be cleaned up (with Carving or Digging) without item penalty. It takes up space on the ground but will eventually decompose.

Food

There's food that'll spoil, and smaller foodstuffs that keep for much longer. Apparently some or all containers will allow the food to keep for longer (I've not kept track). Important: food doesn't all decay at the same rate. Check it often.

Tips: There's no need to cook meats right away, especially if you know there's another fire waiting at the end of a journey. Like well-aged prime beef, they'll keep longer this way. The reverse is valid if you want to minimize stored food.

Naturally, read more on eat or be eaten.

Eat or Be Eaten

Also see decay section above.

Some things labeled 'edible' are not good for eating. Be wary as you try new foods.

Meat

The more creatures, of any strength, that are killed, the more powerful creatures spawn in their place.

Certain creatures only come out at night. One is only found in caves.

Remember to cook the meat! You'll need a fire source. Smaller kills may not produce that yucky OFFAL or large BONES. The really small ones, including foraged creatures, are not perishable.

Hint: fish like bait. This GROUP really should be labeled 'Bugs' but oh well.

Beware the arrow

See How do I? section.

Arrows will auto-fire at any monster in range. Including in the dark. This is great if you want to kill a lot of things!

This is not so great because all those things want to kill you. Bow and arrow thwarts evasion.

Arrows will be lost in the WATER. (There is also a bug when you kill TROUT with arrows. They become undead.)

Range increases with skill.

So consider vegetables.

This is a major incentive to avoid killing too many creatures. If you want to live meatless, you could do that when agility is high enough to evade nearly everything. (See evasion below.)

Right-click either a seed or whole plant, depending on species.

Any DIRT-based terrain (this includes the short green grass) seems to be arable land. I have not yet fully tested CAVES where MUSHROOMS rule.

Good practice is to establish edible plants in remote areas.

You can also plant inside your shelter if it has a dirt-based floor, though you will not be able to place anything on top of a grown plant.

Plants seem to grow on top of existing heaps, last I checked. You'll have to harvest it off the top before taking from a heap.

How to cultivate plants?

Plant fertility dictates how much a plant will spread. Only SAPLINGS do not spread.

I like to carry PILE OF ASH around for the latter. These can be made from "waste" materials, so hey, circle of life. This is like feeding a fire, as the status in messages may not improve on the first try.

Then dig up the harvest with any SHOVEL. I think you can carve some above-ground plants too.

Evasion 101

As mentioned in landing day objectives, don't get cornered. For example, clear a bolt-hole between trees and seashore. While it's bright out, clear straight paths between distant points.

Again: you attack facing forward, and monsters attack facing forward. If there's a baddie keeping pace with you, they shouldn't be able to hit you unless you cross their path (I'm supposing, because my own agility is high.) There's definitely no attacks on the diagonal, which should affect strategy.

Also: crafting items will waste a turn and leave you open to attack. Same with dropping items. Switching equipment will not.

Best evasion tip: open WATER is your friend.

Open ground is only your friend if you have good AGILITY; by then you're likely strong enough to fend off most monsters.

Pay attention to CAVE maps for possible bottlenecks where evasion is impossible. (You may not want to venture underground too early, other than to glimpse the map.)

Build many shelters, with more than one exit each. This way your mad dash heads towards a safe spot, instead of into more trouble.

The higher your stats are, the easier it'll be to spam DOORS everywhere. If you're a chicken like me.

Small tip on crafting

Early on, you'll likely learn to craft simple weapons (I like the SPEAR). The most payback given your lack of strength and hit points, though, is in defense. Upgrade that equipment as soon as possible. It will be a long, long time before you can slay monsters with a single blow.

Weight Lifting

The one limiting factor in your crafting reactions: how much you can carry. Again, when over the weight limit, non-crafting actions will cause a drain in STAMINA. The weight limit goes up when your STRENGTH improves. The best way to do this seems to be

by doing anything which taxes STAMINA. After skipping unnecessary tasks in the beginning, by contrast you may want to, well, grind a few out to power up later on. Personally I like digging tunnels for short-cuts. And there's always trees to chop.

Read more about containers below.

Quick tips:

Plan for longer expeditions. Overextending may force you to leave valuables behind.

Just drop it if it's not perishable. Come back for it later. In fact, drop a whole container and come back for it. See more in containers section.

Craft away! Some crafting recipes come out with equal weight, but most pare down into lighter items. SHARP ROCK to ARROWHEAD. LARGE ROCK to STONES. Any BONE to BONE POLE. Minerals to their powders. Et cetera.

Once you start breaking rock walls, tunneling still seems impossible because of the heaping item limit. Not so! This is why FLOORING exists. Breaking down a LARGE ROCK into STONES lightens everything considerably... hint, hint. Significantly reduces tailings. Combined with tip on disposables in the decay section, you could break down a mountain.

Sail the ocean blue! Ocean-going vessels are rather heavy, so leave them in SHALLOW WATER, walk onto them to pick them up, and the activate them without moving. You may have to pick your landing point carefully so there's no overland transport.

In-depth:

Caches: Much discussed in landing day objectives. Here is a screenshot example of my main shelter: Screenshot

A permanent base of operations needs room for caches. Do you put them in a box, or pile them in heaps?

Boxes: weight limits. Heaps on the ground: quantity limits. I like to heap mined resources, because a set number of them weighs more; also I can see quantities more easily. Bones also start piling up fast—processing them all into BONE POLES is attractive, though it'll wear out your Sharpened tools. Many smaller items can cram into containers.

Bonus: it's uncertain, but possibly large heaps of heavy material act like barriers. I've seen one monster get blocked by a pile of GRAVEL.

Big hint: don't bother crafting more than one WOODEN CHEST. Especially if you're willing to do a little travel and heavy-lifting. You can save a lot of LOGS this way. See the container sections for more.

All items must not be "in use" when you try to wrench them from the earth. The fires must be out, wooden chests must be empty.

Advanced tips: Lighten up:

Fire starter: LENS

Sharpened: SHARP GLASS

Digging: WROUGHT IRON SHOVEL

A POOR SHOVEL is easier to make. Both are high-level item drops.

Repair: GRINDSTONE, if there's abundant Sandstone. A Hammer is more durable and is more versatile.

Rope-lik:e SPIDER'S SILK

Fuel-like: PEAT. Also versatile.

Needle: POOR NEEDLE. Same weight. Less crafting.

Torch: ANIMAL FAT TORCH is easier to make, and .5 heavier than BARK TORCH. Both are frequent drops.

Container: SMALL BAG.

BACKPACK is good for several larger items.

How do I lift...?

DOOR: With SHOVEL.

WALL: Hit it repeatedly until it dislodges.

FLOORING: With SHOVEL. Underlying terrain will be exposed, usually DIRT.

WOODEN CHEST: Dig or carve.

Plants: If they're above-ground like TALL GRASS then that can be carved or dug up. Underground / root plants have to be dug up.

Graduated to Containers? (Sorry, pun!)

All these transfers start from the Inventory. Pick-ups will go directly to the Inventory, or Quickslot if equipped there, not any container.

Drag items into containers, right-click to remove them from the container.

If it's a WOODEN CHEST on the ground, you can face the container and right-click, and that drops it in like you're dropping something on the ground.

If you're carrying the container, you must drag-and-drop *into* the container. You can right-click to drop an item from carried container to Inventory.

And as always, each container tells you exactly what it will do to your total weight.

You cannot put a container inside a container; no inception, sorry.

Traveling tip: Since weight reduction is the same for the SMALL BAG and the BACKPACK, several bags may be lighter than one backpack. It makes it easier to drop a single bag for a temporary lightening.

Need to reduce weight? Stuff it all into a container.

Or dump everything from all your containers and get rid of the extras. There's one button at the bottom of each container window to do that.

Locked? Use a LOCKPICK. (Or attempt it.)

As mentioned, a WOODEN CHEST has a lower profile and yet can serve as a barrier. Same properties as a TREE STUMP except without being chopped down. So, also as mentioned, it can be positioned as a wall, accessed from the inside and outside of a shelter, and be used as cover from which to shoot projectiles.

The more TREASURE you find, the more WOODEN CHESTS you can collect. As soon as your weight limit allows, you can recycle these containers for your shelters and caches. See weight section above for more.

Advanced Crafting

No crafting trees here. Just a list of crucial tools for crafting mojo. Can't do without them! High skill note: As your skill in any one category rises, some newly crafted tools will have more stats than usual. Remarkable (blue) is a small buff, Exceptional (yellow) is a larger buff, and Legendary (purple) adds stats to a random skill. Still not certain how Legendary buffs work, as some tools don't match up with the skill; probably just need to be equipped.

Plants

COTTON. COMMON MUSHROOMS, THISTLE SEEDS. Optional: SAPLINGS.

Basic

LARGE ROCK, SOIL (from DIRT terrain) - abundant, no need to carry.

Any in the Sharpened group. Remember that a Sharpened weapon sitting in Inventory can be worn down if crafting calls for Sharpened.

70 Comments

Mine a chunk of Sandstone (it's found in the brown mountainous terrain rather than the grey mountains), and Craft it into a Grindstone. Place the item to be repaired on the ground in front of you so you're facing it, and then Use the Grindstone.

Yerf, sorry to hear it! We were unable to test Wayward on a Mac, but there's a prior version here that might work. If it doesn't, contacting the developer is also possible from that page. Fortunately, the browser version is still available for you. =)

I packaged and had the latest version tested on a MacBook Pro, couple years old version. And the game ran on that perfectly fine. That said that is our only test machine. And since it's a friend helping me out it was by no means an extensive test.

What version of OSX Are you using? Wayward requires 10.7+ since we are using node-webkit to package the game.

I love Wayward! I played it in an earlier beta. I've been waiting for a downloadable Mac version - one hitch though, I can't seem to save games (every time I open the game again, it's a new game). I'm running 10.8.

I keep starving to death. Berries and fungus are scarce, and no matter how many chickens I kill all I get are feathers. There must be a reliable food source I'm missing. Does anyone have advice on this matter?

Fascinating little game, with the savor and intensity of really being lost on an island. Survival is not easy, at least for new crafters like myself.

I also have some incredibly obvious but, for the uninitiated, seriously confusing gameplay questions... Like how do you get through the night? Do I have to just keep walking in little circles around my shelter to make time pass? (Lame!) Or, how does one "mine" without hurting hands, since using a shovel to dig is not okay? (I figured this one out by accident, and after entirely too long a time.)

fwiw, I think a JIG walkthrough with basic gameplay mechanics--even going beyond what's on the Wayward wiki--would be really helpful.

PS. I have been looping "Carry on My Wayward Son" in nonstop in my head since I saw the game title, lol. Thanks for the reference in the review.
(Though in retrospect, perhaps this is part of why I am so terrible at this game.)

Glad you're enjoying the game! We were pretty sure you guys would love it as much as we do.

For mining, my experience has been that

you'll take damage from trying to mine bare-handed, and having any tool equipped will prevent that. Sure, the Poor Hammer or Poor Axe would be a more ideal mining implement, but so long as you're using something you'll save the wear-and-tear on your poor paws.

For getting through the night,

remember that the game is on a turn-based system. Turns pass more quickly when you sleep. (You can do that by using the Bedroll.) Also, more turns will pass each time you do that the more your Camping skill has improved.

If you're having problems with the local wildlife harassing you throughout the night,

you can hole up in your shelter, a la Minecraft.

Also keep in mind that

each time you successfully vanquish a beastie, the overall spawn rate increases just a little bit. So, killing a lot of little enemies can quickly leave you overwhelmed, particularly if you do it earlier on. Instant karma, just add water.

As for getting Kansas stuck in your head, we've come up with two workarounds for you! The first is to

actually play the tune until such time as your brain feels like it's "played out", and will stop mentioning it to you.

The second, and more interesting, approach is to

dislodge it from your head by singing it successfully into someone else's. A little cruel perhaps, but it works! I have a next-door neighbor who's had the same jingle stuck in her head for the last two decades, because she can't carry a tune in a bucket. As such, it's impossible for her to sing it into anyone else's head. Whenever you hear people in public occasionally bursting into tuneless song, or whistling one flat note over and over again, that's what they're trying to do. Have pity on them for their tragic plight and musical ineptitude.

My apologies for mistaking which program it is, but my complaint stands. Right clicking does not work correctly, instead bringing up my browser's context menu and usually also glitching up the game's control.

I don't like this kind of game in general, and not being able to do simple things because they were mapped to a button that doesn't work was more than sufficient to earn my distaste.

you'll need to craft a Poultice (Bandage?) or a Tourniquet. Either of those will require having already discovered how to craft them, and the raw materials on-hand. (Tourniquets require less refined materials.) Bleeding will also subside on its own, eventually.

Okay, I've been playing for... uh, a lot of time, I'm about four islands explored at this point. Not one of them has any sandstone. I think I've maxed out the skill tree. Anyone have ideas?

I desperately need to know if this game has proper auto-save. I was able to work around the container bug for a while, but now with two smaller containers, any mouseover / selection of items results in an error, per item. A bummer since all my stuff's in there! I've cleared my messages, my cache... I may need to just restart it.

I missed how to contact the game devs -- since it's still in beta, maybe a lot of problems could be alleviated if we could destroy items (with a prompt of course). That would clear out quite a bit of stuff.

I'd just like to thank everybody for testing, playing and commenting. This is definitely a cool community. I wanted to respond sooner, but every time I went to help somebody, somebody already answered all the questions!

Much of the feedback here has already been planned for the next version. So stay tuned!

Well, that just sucked down a several hours of my time! Once I got the hang of not-dying, I liked it very much! Just finished building a palisade around my little 'farm' and I think I'm starting to get set well. (Watch, I'll die 30 seconds after next opening the game...)

So, question. How do you: (adv. crafting)

Make metals? I'm guessing this is a step toward better gear. I've got iron ore, I've got a forge and a furnace and I'd have a kiln if I could find a bloody source of sandstone, but I cannot figure out how to melt/refine ore into usable forms.

Whew. Same problem as songsmith... I understand that each game is a different challenge but a total lack of a resource for a crafting tree is a massive problem. There were a number of smaller bugs ... like I encountered a trout which would not die, and one of my shelters seemed to be in a spawning point, rendering it inhospitable. However that has all left my brain because I just turned around during island hopping and the previous island disappeared. Literally about-face, right back where I came from, and the island is not there.

The spyglass can't see it, the raft won't find it. I turned around and it was gone! All blue ocean. I was aiming for a very narrow window, so I might have missed it and just overshot into this random land. It should've been the next screen over, and it was 328 over. So you can get there... but you can't get back.

Marooned! I left my bag over there, maaannn. Also I'm not sure I can get back to the mainland without dying, now. Yeah I'm entirely too involved in this game.

Judging from some of the comments, I'm starting to wonder if this is getting down-voted because the interface was not adequately explained in the review. On the Flash version, you can use the arrows/spacebar, as well as the letter keys on both sides of the keyboard, great for lefties. (More, spoiler-cut for length.)

There's also a lot of mouse-dragging to equip. You must equip tools / weapons / armor at the top of the menu. The right hand -- on the first row -- will take the most damage first.

Your tools/weapons have hit points just like you do, as well as the armor. With other tools, you can repair these to reuse them until they wear out -- first drop the tool to be repaired on the ground in front of you.

Some items are in categories, some in multiple categories, and thus have multiple uses. I'll clean this up later, there's two kinds of types.

Below that is your inventory, and below that is push-button (left-click) crafting. On the nine-key square, you can drag frequently used items with special uses, anything from sleeping to carving; they remain added to your weight, they're just easier to access without the inventory open, like hanging on your virtual belt. These uses activate on double-click.

You must cut or dig items (cough, bodies) lying around to harvest them fully. For multiple items, stand on top and keep clicking / hitting spacebar to pick up as much as you can carry.

All in all there's right-click, double-click, and mouseover -- each item on mouseover will tell you how they're used. (Dropping something -- usually right-click -- is not the same as installing it. Doors cannot be moved once they're placed.)

Graduated to containers? (Sorry, pun!)

Drag items into containers, right-click to remove them from the container. If it's a chest on the ground, you can face the container and right-click, and that drops it in like you're dropping something on the ground. Right-clicking does NOT transfer from inventory to container, it just drops it wherever you're facing. And as always, each container tells you exactly what it will do to your total weight. You cannot put a container inside a container; no inception, sorry.

You CAN walk into fires, so be careful. Sandbars are treated like solid ground, except by rafts.

Also be sure you're facing something to use it; all actions are directly in front, in a straight row not diagonal, and almost always ignore contact (so far no enemies have Midas-touched my dude, in other words.)

Oh, and turn off animations in Options if you want a much faster game.

The hint system does take care of most of these, and the review does start with a lot of helpful basics. Unfortunately I sense there's a trend for players to down-vote whenever they rage-quit. These short reviews are nice (as you can see, I admire anyone who can be concise), but drifting from the journalism school 5WH is going to make a casual game experience a lot less casual. To bury the lede: this game is utterly fantastic in terms of simulating a survival situation with limited resources, forcing you to plan mini-missions without any external prompts.

You haven't lived till you've slain your first bear in the night.

I'm usually pretty harsh on games that aren't ready for primetime. By contrast, this is a few bugs away from engagingly polished.

I'll expand on this with a non-crafting walkthrough a bit later. Or maybe just a few recipes.

And yeah, I did eventually get back to the mainland. It was a near thing! Also still in search of sandstone, and very jealous of songsmith.

you'll first need to have learned the Crafting recipe for it. That comes as a result of using the relevant skill, which in this case is Glass Blowing. So you'll want to build a Kiln and mess around with sand and clay for a while, until you learn the recipe as a direct result of that.

Since you craft items by clicking on the corresponding recipe, I'm uncertain how useful a recipe list would actually be. But folks, definitely feel free to use and contribute to the Wiki.

About a week later this game is still life-shrinkingly awesome (and thanks for the tips, Satori & Shudog!).

At 50k+ talent now and nothing scares me in the desert anymore (yay!), but still can't figure how to successfully

use a tattered map to get treasure. Picked up plenty in drops, but really want to get the treasure map to work!

I've gotten close enough that when I doubleclick tattered map, it says "You are in the exact spot...face the tile." I've been digging with an iron shovel on the precise location of the red pixel on the treasure minimap (dot marking the treasure, not the dot marking me)... No dice, just loads and loads of sand and clay. Am I missing something again?

I think it was a bug (I had been carrying two tattered maps). Now that I've put the one I wasn't using down, whenever I try to decode the remaining map, I just get the "no iron shovel" error everyone's been reporting. Sigh.

Before, when I was carrying two maps, decoding gave me the "exact spot" message.

so THATS what that square is for! You think after playing for hours and hours for a few days I would of noticed it, Its a fun little game to play when I cant sleep, I also like that sometimes images form in stuff, like I found a patch of snow that looked like the head of a wolf :)

Well that's the thing songsmith... I have all of those. In fact I've been walking around with that for two days for no real reason. It doesn't matter if you give me the recipe, until my little dude learns it, he won't do it.

And by the by... all our maps are going to be different. I still haven't found sandstone on mine.

Songsmith you must show me your secret skill! *bows down*

What I really need to know is what skills did you level up before you got metal working? Because I have recipes for a full suit of armor, but I can't make it until I make Wrought Iron. I have everything to make it, in theory. But the game won't allow me to do it no matter how much I level up skills. I can't find this information anywhere else, either.

Oddly enough I got distracted by other things (I know! More distracting than this game??) so my giant list of stuff will have to wait a bit more. Sorry!

@Shudog
I didn't attempt to level up anything in particular, and I didn't "learn" the recipe (didn't have it sitting there greyed out like when you get something off a scroll); I just grabbed the right items and poof, there it was.

Well the good news is I figured out how to craft metal -- it was the mistake you referred to, it was quite the d'oh moment.

The bad news is -- I died. Because somehow, even though I was in an entirely different *program*, the game became stuck in infinite walking, including walking right through (I assume) forest, picking up everything in my path, and then dying of exhaustion in the ocean. I'm. Just. Speechless. There was no way I had the browser on-focus, much less the window. But it got stuck! And now I'm dead. This is by far the stupidest way to die. Holy cow, developers, figure out some way to auto-pause this. That was not cool.

whole wielding a bark shield and torch, but I am not sure if it was just the protection or the extra damage that helped

Finally beat the fire element

patience and I think the bark shield helped, got a spyglass. Mind you I beat him after I came back to find he burnt down all my doors

Time skitter

I think it helped to use a shield; I received a wrought iron shovel, score.

bug
after playing for a while I was getting errors. I could not open the small bag with getting a constant stream of "an error occurred" I did have the game running for a few hours and hoped it had saved, I saved manually just in case and reloaded and everything was working fine.

Welllll I was about to post this ginormous walkthrough, and then they pushed another beta version. Huzzah! There are new recipes. There are probably bug fixes. The inventory is quite... bright. The map is way too huge for me, but this may please more peeps.

So I didn't utterly develop this island for no reason! I was so close to leaving. The military-industrial complex marches on.

It looks like Coal got reclassified into carbons, which makes it seem like only the hefty 5-pound Log can be used for crafting the incredibly essential fire sources. I can make do given my massive weight limit, but this will really cramp the new players who can only haul one Log at a time.

It looks like fossils, coal and charcoal can all be turned into carbon powder

Another is tinder which is now use to make a fire plow and then after a bow drill

Is there any hope to find

sand stone if you have looked all around? I only went to a couple islands via raft and did some swimming. Maybe I should not have gone so far on one without sand stone. I was so looking forward to building and actually using a kiln.

Disclaimer: I am maxed out in crafting, so am not sure how it unfolds with skill. Each self-contained section is for a progressively higher difficulty, so you can stop when you've had enough hints.

Don't be surprised if you land in a game without any Sandstone. It happens.

Welcome to the Menu! We've got fun and games.

Keep the hints/tutorial on, and refer to it.

Good morning! Those messages at the top are your turn-by-turn status updates. The game's TURN-BASED—time moves as you move. Spacebar or clicking on yourself will skip a turn (or pick up an item under you, or enter/exit a CAVE). Messages are archived on the bottom left.

Also on the bottom left is the INVENTORY button. Click it open! (Or tap I!) Resize it! Love it.

Equipment

The two slots with sword-and-shield equip tools/weapons which stand between the world and your delicate hands. Previously the right-handed slot took damage first, but now it seems both slots will now take damage, besides a second-hand TORCH. (The third slot is for your neck armor, and is usually filled by something called a gorget.)

Hand-held attacking and armor defense must be equipped; projectiles live in the inventory, like they're in your pocket or sheathe. Remember what is equipped! One or both can take damage while Inventory's closed.

Inventory

Here's your stuff! You can use anything out in the open here. That means you can double-click your shovel and it will dig. Important: crafting recipes only activate when all necessary items (in quantity) are showing in your inventory, out of their containers.

Crafting

This is your stuff from the future. If you know the recipe, and you have all the components in view, you can craft these lovely items! (Maybe.) Crafting is a SINGLE CLICK push-button operation, not double-clicking. Mousing over will tell you everything else, including highlighting the components in inventory.

Quickslot

That 9-square keypad on the bottom right is an extension of inventory, like a tool-belt. You can drag items there that have double-click uses. Double-click or tap the corresponding bottom-right numbers. Great for the frequently used. You cannot craft with these. If you're watching your weight: the top left number is quantity of these items. Right-click to return it to the inventory and drop the extras.

Is your game too slow? Try clicking OPTIONS and turn off Animations. Other useful options include toggling Auto Gather.

Status bars across the bottom speak for themselves. Low stamina and hunger will drag down your health. Hunger, like your distended stomach, has a fixed limit. STATUS is the most urgent—might not want to ignore bleeding. Moving while over weight limits will drain stamina (see the weight section).

This one's important: nearly all items have hit points just like your own stats. That means they'll wear out. Unless you REPAIR them... read on for more.

Item Use Basics

The key to this 2-D interface is that you are surviving a 3-D environment. Does it attach to the ground? Is it lying on top of something? How tall is this object? Can I walk or float on it? Is it see-through? All this is intuitive, and will affect how you interact with anything. The only omniscient device is the mini-map on the bottom right.

You can click to move, or use several different keyboard directionals (no lefty discrimination here). First click/tap can change direction you're facing, next one starts you moving.

Typically, right-clicks DROP or PLANT. You can now toggle this at the bottom of the Inventory window (the button says "Double Click:"). Note: dropping an item is not the same as installing/building it, typically a double-click. (More in the container section.) Any kind of harvest, including the bloody harvest of battle, is done by running into said objects—with whatever equipped hand-held leading.

Mousing over some items? Some of them belong to GROUPS, which denote special uses or crafting types.

Groups are not the same as the actions you can perform with the item—described with double-click or right-click. For instance you can eat Seaweed and also craft with it as a Rope-like item.

Recipes especially are very specific! "A Rope" is not the same as the Rope-like group.

Mousing over a crafting recipe will show the necessary ingredients, and also highlight them if they're in Inventory.

You can't choose which components are used. Especially watch Sharpened weapons sitting in Inventory, as their "hit points" are used up with each crafting. (If you're discovering recipes, you may want to drop any item you don't want to craft with—like a lone item in its group, or a tool/weapon on its last legs.)

Environment: You must be facing elements to use them. Hence, facing a Wooden Chest or a fire source and right-clicking an item will drop that item into that element.

There are some terrain restrictions, mostly intuitive. Notable ones include—you can lay down plantable items on any stone/rock surface, or a floor. Also note where fires can be started. Your feet will treat shallow water as solid ground, but buoyant objects only see more water.

Can you walk into the flames? Yes you can. And you will get burned. (Though I have harvested things that are on fire.)

Everything's on a grid, so all use/attacks/aiming are perpendicular. Useful if you're agile enough to evade hungry monsters. The exceptions are the tranquil spread of plants, and light effects spilling diagonally through the gap in the trees... illuminating that hungry monster. Oh, and some things don't care about walls, just so you know.

Learn how to make a fire. And how fire behaves. See first landing objectives for a bit more.

Equip the SHOVEL. All handheld tools can be used universally, except specialized uses like CARVING and DIGGING.

Best tool is that SHARP ROCK, of course. There are others in the Sharpened group that can be crafted, but the SHARP ROCK is usually in abundance.

Make lots of STRING. When you're bored, make string. Unless you're under attack, you're making string.

Save TREE BARK. Yes, it can make kindling, just don't run out of it.

Stockpile the non-spoiling food. It's the ones without the DECAY countdown.

Hit things and see what happens.

Gather SAPLINGS. You may not use them, and they're heavy, but if you decide you want them later, they'll likely have matured. Store them anywhere they can't be planted. P.S. They don't need any fertilizing. Just plant, even re-plant, and wait.

Advanced... botany. Plant lots of COTTON. Their white puffs are quite random, but if you see some, harvest them, figure them out, and plant them near your favorite haunts. Planting edible foodstuffs is a good idea too.

Only dig out the plant, at first. See note on digging below!

Don't confuse CHARCOAL and COAL. (In this version they seem to be identical in use. This may change.)

When in doubt, craft or use or hit it. Excess resources can be made lighter, and crafting increases skill points.

Develop the skill of THROWING. These common projectiles don't need to be crafted.

Check Before You Dig

If you see any cave entrance, duck inside and make note of the map. Above- and below-ground maps superimpose nicely. Line up the dot of the cave entrance.

I'd hold off on extensive above-ground digging for two reasons: the materials/tailings are very heavy (see the weight section), and there is probably an underground CAVE system to fall into.

How? Where?

Digging (with a shovel) and mining (hitting rock walls) will likely open up a cave entrance—only when the bottom layer is DIRT, though. (So shorelines are usually clear.)

Usually taking something from the surface, like a plant or visibly embedded rocks, is not enough to make that Orphean leap. I have gotten that sinkhole feeling from stripping ASH or finally breaking down a ROCK wall.

Important: loose objects on the "landing spot" of a new cave entrance may be locked up there, and you'll have to mine it back out.

If you don't care where your cave entrances are, then ignore this. Otherwise...

Advanced tip!

Cave creatures are not easy to defeat, but there are fewer of them than above. Monsters can't follow you into or out of caves. If you can evade (Torches are handy for seeing them) or can survive the monsters, you can use them to circumvent obstacles.

Making your own cave entrance is easy.

Again, above-ground the terrain must open up into DIRT, including any demolished ROCK type (like that cliff you were hitting). Underground shafts can drop down into walkable areas that aren't over WATER. A shaft is a 3x2 block—each one just needs room to exit, plus the "archway" of stone on the top and the sides (though some tight spaces will generate an entrance without a side-wall). The 3 square wide entrances can be as close as adjacent to one another. Once you've picked a spot, start digging.

Not making a cave entrance is slightly trickier.

Mining or digging over a cavern beneath can open up shafts every two squares. To prevent this, you can build WALLS underground to support that cave ceiling. You'll have to plot exactly where the entrance will be generated with each 3x2 block.

All effort this requires high STAMINA, so it may be better to wait until you're strong enough to take more WEIGHT and do all that hauling.

Now that you know where cave entrances can't be, you can dig and mine in the sunshine with confidence! Like most of the environment, you won't discover what's beyond the surface if you don't keep digging.

Landing day objectives

Find shelter and a fire-source. (Water? You don't need no stinkin' water.)

Shelter:

You have to start scouting as soon as you land, because nightfall draws bigger, badder monsters. (Some monsters ignore walls.)

What do you need? You have to craft a DOOR. These are more like gates. You can stand in their thresholds, and move through them, but monsters cannot get past. (There's nothing wrong with randomly putting doors in all the narrow passages. Nope.)

Clever door positioning can seal off more than two spaces, as they can be installed on the diagonally from the wall/barrier.

Besides enclosed spaces, figure in size and shape. Too small, and there's no room for caches or fires. If it's massive, monsters may respawn inside your camp (I tried to enclose an entire desert. It was crowded.)

Sometimes you luck out and there's a crack in a stone wall that's just perfect. Other narrow fissures circle entire mountains, and while the real estate is desireable, two doors may be needed for that first day.

My quickest shelters? Check the map for copses of trees that meet up in an enclosed shape. Cut into the circle, or nearby, and you'll make the opening and the DOOR at the same time. They do have the disadvantage of being combustible, though, so I try to make them temporary and/or waystations.

The easiest wall in the world: Plant a SAPLING. It will take some time, but it takes less effort and item-damage than any other kind of wall. I bring sap's on scouting trips and wall up future shelters.

Indoor-outdoor living:

As mentioned elsewhere, some crafted items also work as barriers. So if they're part of your wall, you can use them from the inside and the outside, saving a lot of raw materials. (Advanced crafting ahoy.)

Wooden Chests let light out, but work nicely. You can also shoot arrows or throw projectiles across them.

Furnaces are closer to real walls, and block out the view.

I have yet to try a Hammer and Anvil or a Kiln; they'd probably work too.

The other reason to scout is to map as much terrain as possible. Plan ahead for landmarks and navigation in the dark. Give places awesome names.

Avoid mini-map blindness. Many items can be hidden in the environment, ready for you to dislodge them. Line-of-sight rules will apply just like real-life (something under or behind a barrier will not be visible to you.)

See more tips in the eat or be eaten section—you aren't slowed by lowering HUNGER, just zero hunger. Only eat when hungry and/or rations are about to spoil. You can cover more ground that way.

Instead, prioritize noting or constructing landmarks (like a pile of junk or a special planting), and come back later.

TREES: Sometimes you want to chop. Sometimes you want to burn.

It will be quite a while before you're strong enough to take a night-time stroll. And even then, speed is of the essence. So a secondary objective: DON'T GET CORNERED. See eat or be eaten section for evasion.

See containers and weight sections for more on caches.

Almost all my shelters have multiple exits. For those days when something sits outside your camp waiting for a midnight snack. Another exit can always be built in later.

I like to make as many shelters as possible. Even if you minimize shelter-building, pick a spot that's close to the resources you want to harvest.

Fire (See item use basics.):

If you have KINDLING and you start hitting, I mean chopping trees, eventually a recipe for a proper firestarter will pop up. There are a few to choose from, so no need to settle.

Fire, fire. Eh hehe. In a hurry? Pick the closest grassy spot, and get it burning. You may now throw down Combustible items and get them burning on dry squares. Warning: it will spread to any nearby greenery.

Intermediate crafting: Can you make a CAMPFIRE? Start collecting materials for that right away. Pick a spot where you can't walk right into it, and right-click to place.

Sick of hauling LOGS? PEAT can be picked up anywhere swampy. Don't run out of it, though! (The obsolete tip: COAL is more light-weight and usually hanging out in nearby rock walls. Do not waste your CHARCOAL! These are two different things. They seem the same in this version, subject to future revision.) (See weights section.)

Advanced crafting: If you can make a FURNACE, then build that instead. Currently there's only one function that a CAMPFIRE does exclusively; the FURNACE does everything it's meant to do and serves as a fire-source besides. I've also used it as a wall, to allow indoor-outdoor use. It'll save you from that extra load of Rock-likes.

How Do I... ?

Repair items? See section below.

Harvest or dig things up?

Use any kind of SHOVEL. Anything visible that you can walk on can be dug up. Specifically, it's anything attached to the ground. See the weights section for more tricks.

Light things on fire?

Face something that can be set on fire and right-click a HAND DRILL or FIRE PLOUGH or BOW DRILL or any LIT TORCH or a LENS in sunlight.

Wait for a FIRE ELEMENTAL to set some terrain on fire. A TORCH can be lit by facing any fire source and double-clicking.

Sleep / regain stamina?

Double-click A LEAF BEDROLL. Preferably somewhere secure from attack.

Tip: How long you sleep is dependent on a number of factors, so eat up as many nearly-expired foodstuffs as possible before you bed down.

Pick up meat from dead monsters?

Face your kill, and double-click something from the Sharpened group to CARVE the corpse. Auto-Gather should be toggled on in OPTIONS. Some item drops remain even after carving, so walk on top and keep clicking / tapping spacebar in place to mop up everything. You will also scoop up anything that was growing on that spot.

Extra note: what remains is that bloody mess—which takes up space. It eventually fades away [something poetic] but while it's there, you can't place anything down on it. CARVING or SHOVELING this last bit incurs no item-damage.

Stop this bleeding?

Apply a SUTURE or TOURNIQUET. Other healing items may also tide you over until the hemorrhage ends.

Get rid of this junk?

Drop it in WATER (not SHALLOW WATER). Beware: if you toss something edible, you may get company. Right-click, and down to the depths with ye!

Tip: ground your valuables in case of accidental drops. It's always best to keep a supply of each item to learn more recipes, too.

COMBUSTIBLE items can also be burned. You could always eat the EDIBLE items (and take the consequences).

Any PROJECTILE that lands in the deep is no more!

Shoot arrows?

Step one: Equip a (poor) BOW in a tool/weapon slot.

Step two: have any ARROW in inventory.

Step three: walk towards any monster in range, including the ones you can't see. You can also walk into low object, with a sight-line, such as a Wooden Chest.

Step four: get attacked by the monster.

Step five: if you survive, retrieve your arrows. Anything in the WATER will be washed away.

Important! Hand-to-hand combat will damage a BOW just like any other weapon.

See more in eat or be eaten section.

Fish?

What if there are no fish? Try dropping FOOD into open water. None of it will float back to you, naturally. Thus far you cannot fish for SHARKS. Hope you still have your hand.

Like any other attack, you must face the fishy head-on, which can make for some fun watery hunting.

Activate your fishing tool, and it should cast any distance towards the fish. Et cetera, the rest is intuitive.

Cross this ocean?

Swim. Watch that Stamina...

Higher skill: Generally speaking, following spots of medium-deep water will lead you to dry land, even when out of sight (see next how-to spoiler tag). It's risky, though, and there are no, ah, landmarks anywhere. If you get lost or run out of supplies, you could go from survival show to horror movie fairly quickly.

Advanced crafting: Build a RAFT.

Set it down in SHALLOW WATER so you can come back with heavy provisions, and not be over-weight.

Align it with your destination, then activate it to drift across all types of WATER. *All* types, including where you can walk.

How do you see distant land?

Make or obtain a SPYGLASS. Many of the item-lugging monsters will drop this. This will only show you one map screen over, though.

CAVES usually have a few of these, though not more than one per screen. A very good reason to bring a TORCH to a dark place.

You'll need to unlock it, of course.

Obtain a TREASURE MAP.

Try to read it. Match your location to the map—messages will eventually change from "nowhere near" to "far away" and so on as you close in. Face the spot where it's hidden.

You probably need both a stone and a metal SHOVEL in Inventory, though this is unclear. In water, you may need a FISHING NET, though this is also unclear.

Here's the important part: do not dig! Double-click on the matching TREASURE MAP. This will activate your inner metal detector, and reveal a WOODEN CHEST.

This will also reveal several monsters trying to kill you.

Don't die.

Concurrently, you can waste a turn unlocking the chest.

Advanced tips! As a weakling, when I used to locate a treasure in open ground... I'd face the location of the Wooden Chest, build a barrier behind me and to one side, and a door on the other side. The Wooden Chest is its own barrier ... for most monsters.

A really consuming version is building a FIRE source inside this cocoon, so as to have a constant food source between kills.

If you keep walking into the Wooden Chest, you can keep firing ARROWS in that direction. Throwing other projectiles works just fine, too.

Win the game?

First find enough treasure to show your face at home. Placing treasure (hint: they're GOLD) into your inventory will eventually give a message of completion. But you can always find more treasure than the minimum. See above for how to do this. Learn to craft a BOAT PADDLE... and then... Learn to craft a BULL BOAT.

This functions like a RAFT, so just pick it up while in the WATER and activate it. You will leave that world behind, perhaps forever.

You may want to take essentials other than your booty. And have a high talent number to get a better score, and for boasting in taverns.

Decay and Repairs

Okay, all items deteriorate... but they don't all do it the same way. Some items get damage from every try, while others only get damage if they hit. Also watch out for which tool/weapon slot is used (this has been revised in the new version, but there could still be a dominant hand taking more damage.) TORCHES are safe unless they're the only item equipped.

Tools / Weapons

First put the item on the ground in front of you.

Repair it with... Any HAMMER or a GRINDSTONE. This will return it to 100% maximum "hit-points", but this max is halved from before until there's nothing left. Best not to repair too early.

(Advanced) Reinforcement POOR GLUE and MELTED AMBER will do the trick. Reinforcing an item will slightly increase both current *and* maximum "hit points".

Both of these actions will increase skill points for the respective item. Thus if the item repaired was made with Blacksmithing, your points will increase in that. And yes, you can repeat the action as long as the repairing tool/item itself will last. So a tip: try to keep at least 2 repairing items on your person.

Disposable (high skill)

As you start crafting awesome new weapons, even their great durability is nothing compared to the vast infrastructure in your plans. No problem. Have a giant cache of raw materials? Any tool, including BONE POLES, will do a lot of the repetitive actions like mining or chopping. Just let them break, and move on to the next one. (You're grinding; they should, too!)

Fire

You can check the decay of a hand-held LIT TORCH.

For other fire sources, dropping (right-click) Combustible items will strengthen the fire. Charcoal and Coal still seem to work for this, despite no longer being classed as Fuel-like for crafting purposes. It may take several tries to bump it to the next level (in messages), and will depend on which fuel is used.

You can also now extinguish fires! For some reason. This does not seem to work on fire sources like FURNACES, but that may change. More testing needed.

Corpses

So far, I've never left a corpse and come back to find it turned to mush. Once you CARVE it, you start the clock.

Again, the bloody mess leftover from carving can be cleaned up (with Carving or Digging) without item penalty. It takes up space on the ground but will eventually decompose.

Food

There's food that'll spoil, and smaller foodstuffs that keep for much longer. Apparently some or all containers will allow the food to keep for longer (I've not kept track). Important: food doesn't all decay at the same rate. Check it often.

Tips: There's no need to cook meats right away, especially if you know there's another fire waiting at the end of a journey. Like well-aged prime beef, they'll keep longer this way. The reverse is valid if you want to minimize stored food.

Naturally, read more on eat or be eaten.

Eat or Be Eaten

Also see decay section above.

Some things labeled 'edible' are not good for eating. Be wary as you try new foods.

Meat

The more creatures, of any strength, that are killed, the more powerful creatures spawn in their place.

Certain creatures only come out at night. One is only found in caves.

Remember to cook the meat! You'll need a fire source. Smaller kills may not produce that yucky OFFAL or large BONES. The really small ones, including foraged creatures, are not perishable.

Hint: fish like bait. This GROUP really should be labeled 'Bugs' but oh well.

Beware the arrow

See How do I? section.

Arrows will auto-fire at any monster in range. Including in the dark. This is great if you want to kill a lot of things!

This is not so great because all those things want to kill you. Bow and arrow thwarts evasion.

Arrows will be lost in the WATER. (There is also a bug when you kill TROUT with arrows. They become undead.)

Range increases with skill.

So consider vegetables.

This is a major incentive to avoid killing too many creatures. If you want to live meatless, you could do that when agility is high enough to evade nearly everything. (See evasion below.)

Right-click either a seed or whole plant, depending on species.

Any DIRT-based terrain (this includes the short green grass) seems to be arable land. I have not yet fully tested CAVES where MUSHROOMS rule.

Good practice is to establish edible plants in remote areas.

You can also plant inside your shelter if it has a dirt-based floor, though you will not be able to place anything on top of a grown plant.

Plants seem to grow on top of existing heaps, last I checked. You'll have to harvest it off the top before taking from a heap.

How to cultivate plants?

Plant fertility dictates how much a plant will spread. Only SAPLINGS do not spread.

I like to carry PILE OF ASH around for the latter. These can be made from "waste" materials, so hey, circle of life. This is like feeding a fire, as the status in messages may not improve on the first try.

Then dig up the harvest with any SHOVEL. I think you can carve some above-ground plants too.

Evasion 101

As mentioned in landing day objectives, don't get cornered. For example, clear a bolt-hole between trees and seashore. While it's bright out, clear straight paths between distant points.

Again: you attack facing forward, and monsters attack facing forward. If there's a baddie keeping pace with you, they shouldn't be able to hit you unless you cross their path (I'm supposing, because my own agility is high.) There's definitely no attacks on the diagonal, which should affect strategy.

Also: crafting items will waste a turn and leave you open to attack. Same with dropping items. Switching equipment will not.

Best evasion tip: open WATER is your friend.

Open ground is only your friend if you have good AGILITY; by then you're likely strong enough to fend off most monsters.

Pay attention to CAVE maps for possible bottlenecks where evasion is impossible. (You may not want to venture underground too early, other than to glimpse the map.)

Build many shelters, with more than one exit each. This way your mad dash heads towards a safe spot, instead of into more trouble.

The higher your stats are, the easier it'll be to spam DOORS everywhere. If you're a chicken like me.

Small tip on crafting

Early on, you'll likely learn to craft simple weapons (I like the SPEAR). The most payback given your lack of strength and hit points, though, is in defense. Upgrade that equipment as soon as possible. It will be a long, long time before you can slay monsters with a single blow.

Weight Lifting

The one limiting factor in your crafting reactions: how much you can carry. Again, when over the weight limit, non-crafting actions will cause a drain in STAMINA. The weight limit goes up when your STRENGTH improves. The best way to do this seems to be

by doing anything which taxes STAMINA. After skipping unnecessary tasks in the beginning, by contrast you may want to, well, grind a few out to power up later on. Personally I like digging tunnels for short-cuts. And there's always trees to chop.

Read more about containers below.

Quick tips:

Plan for longer expeditions. Overextending may force you to leave valuables behind.

Just drop it if it's not perishable. Come back for it later. In fact, drop a whole container and come back for it. See more in containers section.

Craft away! Some crafting recipes come out with equal weight, but most pare down into lighter items. SHARP ROCK to ARROWHEAD. LARGE ROCK to STONES. Any BONE to BONE POLE. Minerals to their powders. Et cetera.

Once you start breaking rock walls, tunneling still seems impossible because of the heaping item limit. Not so! This is why FLOORING exists. Breaking down a LARGE ROCK into STONES lightens everything considerably... hint, hint. Significantly reduces tailings. Combined with tip on disposables in the decay section, you could break down a mountain.

Sail the ocean blue! Ocean-going vessels are rather heavy, so leave them in SHALLOW WATER, walk onto them to pick them up, and the activate them without moving. You may have to pick your landing point carefully so there's no overland transport.

In-depth:

Caches: Much discussed in landing day objectives. Here is a screenshot example of my main shelter: Screenshot

A permanent base of operations needs room for caches. Do you put them in a box, or pile them in heaps?

Boxes: weight limits. Heaps on the ground: quantity limits. I like to heap mined resources, because a set number of them weighs more; also I can see quantities more easily. Bones also start piling up fast—processing them all into BONE POLES is attractive, though it'll wear out your Sharpened tools. Many smaller items can cram into containers.

Bonus: it's uncertain, but possibly large heaps of heavy material act like barriers. I've seen one monster get blocked by a pile of GRAVEL.

Big hint: don't bother crafting more than one WOODEN CHEST. Especially if you're willing to do a little travel and heavy-lifting. You can save a lot of LOGS this way. See the container sections for more.

All items must not be "in use" when you try to wrench them from the earth. The fires must be out, wooden chests must be empty.

Advanced tips: Lighten up:

Fire starter: LENS

Sharpened: SHARP GLASS

Digging: WROUGHT IRON SHOVEL

A POOR SHOVEL is easier to make. Both are high-level item drops.

Repair: GRINDSTONE, if there's abundant Sandstone. A Hammer is more durable and is more versatile.

Rope-lik:e SPIDER'S SILK

Fuel-like: PEAT. Also versatile.

Needle: POOR NEEDLE. Same weight. Less crafting.

Torch: ANIMAL FAT TORCH is easier to make, and .5 heavier than BARK TORCH. Both are frequent drops.

Container: SMALL BAG.

BACKPACK is good for several larger items.

How do I lift...?

DOOR: With SHOVEL.

WALL: Hit it repeatedly until it dislodges.

FLOORING: With SHOVEL. Underlying terrain will be exposed, usually DIRT.

WOODEN CHEST: Dig or carve.

Plants: If they're above-ground like TALL GRASS then that can be carved or dug up. Underground / root plants have to be dug up.

Graduated to Containers? (Sorry, pun!)

All these transfers start from the Inventory. Pick-ups will go directly to the Inventory, or Quickslot if equipped there, not any container.

Drag items into containers, right-click to remove them from the container.

If it's a WOODEN CHEST on the ground, you can face the container and right-click, and that drops it in like you're dropping something on the ground.

If you're carrying the container, you must drag-and-drop *into* the container. You can right-click to drop an item from carried container to Inventory.

And as always, each container tells you exactly what it will do to your total weight.

You cannot put a container inside a container; no inception, sorry.

Traveling tip: Since weight reduction is the same for the SMALL BAG and the BACKPACK, several bags may be lighter than one backpack. It makes it easier to drop a single bag for a temporary lightening.

Need to reduce weight? Stuff it all into a container.

Or dump everything from all your containers and get rid of the extras. There's one button at the bottom of each container window to do that.

Locked? Use a LOCKPICK. (Or attempt it.)

As mentioned, a WOODEN CHEST has a lower profile and yet can serve as a barrier. Same properties as a TREE STUMP except without being chopped down. So, also as mentioned, it can be positioned as a wall, accessed from the inside and outside of a shelter, and be used as cover from which to shoot projectiles.

The more TREASURE you find, the more WOODEN CHESTS you can collect. As soon as your weight limit allows, you can recycle these containers for your shelters and caches. See weight section above for more.

Advanced Crafting

No crafting trees here. Just a list of crucial tools for crafting mojo. Can't do without them! High skill note: As your skill in any one category rises, some newly crafted tools will have more stats than usual. Remarkable (blue) is a small buff, Exceptional (yellow) is a larger buff, and Legendary (purple) adds stats to a random skill. Still not certain how Legendary buffs work, as some tools don't match up with the skill; probably just need to be equipped.

Plants

COTTON. COMMON MUSHROOMS, THISTLE SEEDS. Optional: SAPLINGS.

Basic

LARGE ROCK, SOIL (from DIRT terrain) - abundant, no need to carry.

Any in the Sharpened group. Remember that a Sharpened weapon sitting in Inventory can be worn down if crafting calls for Sharpened.

If you're interested, I think JiG is still hiring. Given the quality of your writing and your enthusiasm for games, it could be a good fit for you. While I can't guarantee anything, I encourage you to consider applying.

You guys are too kind. I just want to help get more people to try this game. I've written several other walkthroughs for JiG in the past, whatever catches my fancy, and other posters write much more organized ones. And, ah, this machine still has no sound, and our budget doesn't have room for a new comp just for gaming.

drathy, I would prefer that it not be replicated elsewhere. With JiG approval I'd be more comfortable with a link to this post, because I am almost sure there are errors in the guide, hardly suitable for an official wiki. If the community finds a mistake, the comment will be on the same page. (That, and I still haven't hit up the new version with an updated review; there's some areas where it's gone backwards and/or improvement's still needed, IMO.)

Oh, and JiG mods, could you please take my screenshot into your server? I thought that was the policy. I would rather not advertise where my photo account is. Thanks.

One suggestion/request before I jet:

Nothing seems to happen when one digs soil underground. It seems like the ideal time for a large undead monster to suddenly pop up. Just... y'know? That might ramp up difficulty but hey, caves are supposed to be difficult.

The cave entrance thing is rather cool, but it is a pain for aboveground tunneling. I have one short-cut tunnel with 3 cave entrances in a row! My inner engineer would appreciate a larger area *around* new cave entrances where other entrances can't be generated.

make tongs nor have I learned how to make them, but I have at least two items that require them

Shudog and caves

"My inner engineer would appreciate a larger area *around* new cave entrances where other entrances can't be generated."

I agree, however, you can cover the cave entrances up with soil or gravel. However if you open the cave from the other side if you have stuff on top of the ground you either lose it or pick it all up, I will have to double check to confirm which.

Trouble with making or having the ability to make items

There are two scenarios
You either do not have the materials
Or you do not have the skills or not enough percentage in that skill

The bottom line you need to craft to craft more, sometimes just crafting one item will make it so you can make another. Lighting furnaces, forges, campfires and kilns and using them can also move this process along.

Look at your items it says what type of skill it take to make it. Having trouble figuring out how you got increased skill for a skill you can scroll through the messages to find out what you did to increase that skill and repeat. If you don't have any percentage in a skill you won't see it on the list yet, so experiment.

Nice one, SHA, I didn't think to try that. The last version I played, when I was underground I could clearly see the items, so I assume they're simply embedded the way minerals are embedded. Which makes perfect physical sense, another great aspect to this game.

The thing is, when you cover it

does the arch/passage wall go away? I understand that the hole above-ground will disappear, but what about that bit below?

It remains an inconvenience, however. With lower weight limits, you can't just go around earth-moving without consequences to stamina, starvation, and your general safety, whether it's four lengths or forty. It turns what could be a simple process into a redundant jam.

Since the advert steamcon in the corner update I noticed a problem my "Status" became the word "Death" when I was close to dying I thought I would not die, but yes I did manage to die, but usually it shows something like bleeding or N/A

I started over and found a couple items and to check the status I decided to attack a shark and then a BUGS warning window came up.

so i finally managed to stay alive long enough to make two pieces of wrought iron armour... and then i got eaten by an imp aboveground.

it would be rad to have the option of specifying a small medium or large starter island. a slightly easier grade of monsters would be amazing too. the challenge is definitely part of the package, but there's "challenging" and then there's "punishing".

The newest version, when ever it came out has a bit of a problem. I just opened it up today after not playing for a few weeks. IT seems that all of my items that I had stored multiples of I only have one, even if there were 30. Gold, clay, glue, anything that stacked in one square all gone. Also when fighting enemies I only get hit when I initially come up to them, then I do not get hit and it says "an error has occurred" every time I should get hit.

Last time I played, mind you I have been busy for a few months there was a problem with the game:

"An error has occured" hobgoblin shows up and at least two snares. I have had an error show up and a hobgoblin consistently at least three times.?Sometimes while playing it will stop letting me use the keyboard to move. Now this is not while continuously playing, when I go to another tab and come back to the game it does this and I cannot get it to allow me to use keys again without a reload.

-This issue may have already been resolved.

Still like playing the game, though I will have to play again when I have some more free time.

If your "house" is too big of an area and monsters come in "massive, monsters may respawn inside your camp"
Here is an idea. Have store houses. You have an area of buildings for storing and one that is specifically your safe house. More like a mini town instead of a massive house and this should alleviate monsters in your house aside from the ghosts, time skitter and burners(flames).

Time skitters walk surpass walls as well as ghosts.

Fire elements can light things on fire within your shelter. I suggest you have things one space away from the wall. I am also going to try having a thicker wall.

I agree, however, you can cover the cave entrances up with soil or gravel. However if you open the cave from the other side if you have stuff on top of the ground you either lose it or pick it all up, double check to confirm which.

Trouble with making or having the ability to make items
There are two scenarios
You either do not have the materials
Or you do not have the skills or not enough percentage in that skill

The bottom line you need to craft to craft more, sometimes just crafting one item will make it so you can make another. Lighting furnaces, forges, campfires and kilns and using them can also move this process along.

Look at your items it says what type of skill it takes to make it. Having trouble figuring out how you got increased skill for a skill you can scroll through the messages to find out what you did to increase that skill and repeat. If you don't have any percentage in a skill you won't see it on the list yet, so experiment.

New notes for UPDATES
animal fat thrown into the depths "you stir up a creature from the depths" a shark pops up. I also did the same later with rotting meat and a fish came up. You can use either and one of the two or neither will come up, but generally you can even keep chucking things in the water and get more fish and sharks without needing to move. Try other items, but I haven't seen any other things pop to the surface.

Sharp glass (refined sand (sand)) is a good and abundant light weight alternative to sharp stones. It can replace all needs for cutting except arrow heads and a few others that require on the the sharp rock. Sharp glass gets about 20/20 where as sharp rock gets up to 10/10; sharp rock weighs 1 and sharp glass weighs .3

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